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Implement rendering pipeline and post-processing (#12465)

Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
This commit is contained in:
x2048 2022-09-06 08:25:18 +02:00 committed by GitHub
parent 464043b8ab
commit ff6dcfea82
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GPG key ID: 4AEE18F83AFDEB23
32 changed files with 1476 additions and 565 deletions

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@ -19,17 +19,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "anaglyph.h"
#include "client/camera.h"
void RenderingCoreAnaglyph::drawAll()
{
renderBothImages();
drawPostFx();
drawHUD();
}
void RenderingCoreAnaglyph::setupMaterial(int color_mask)
/// SetColorMaskStep step
SetColorMaskStep::SetColorMaskStep(int _color_mask)
: color_mask(_color_mask)
{}
void SetColorMaskStep::run(PipelineContext &context)
{
video::SOverrideMaterial &mat = driver->getOverrideMaterial();
video::SOverrideMaterial &mat = context.device->getVideoDriver()->getOverrideMaterial();
mat.reset();
mat.Material.ColorMask = color_mask;
mat.EnableFlags = video::EMF_COLOR_MASK;
@ -38,15 +39,53 @@ void RenderingCoreAnaglyph::setupMaterial(int color_mask)
scene::ESNRP_SHADOW;
}
void RenderingCoreAnaglyph::useEye(bool right)
/// ClearDepthBufferTarget
ClearDepthBufferTarget::ClearDepthBufferTarget(RenderTarget *_target) :
target(_target)
{}
void ClearDepthBufferTarget::activate(PipelineContext &context)
{
RenderingCoreStereo::useEye(right);
driver->clearBuffers(video::ECBF_DEPTH);
setupMaterial(right ? video::ECP_GREEN | video::ECP_BLUE : video::ECP_RED);
target->activate(context);
context.device->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
}
void RenderingCoreAnaglyph::resetEye()
ConfigureOverrideMaterialTarget::ConfigureOverrideMaterialTarget(RenderTarget *_upstream, bool _enable) :
upstream(_upstream), enable(_enable)
{
setupMaterial(video::ECP_ALL);
RenderingCoreStereo::resetEye();
}
void ConfigureOverrideMaterialTarget::activate(PipelineContext &context)
{
upstream->activate(context);
context.device->getVideoDriver()->getOverrideMaterial().Enabled = enable;
}
void populateAnaglyphPipeline(RenderPipeline *pipeline, Client *client)
{
// clear depth buffer every time 3D is rendered
auto step3D = pipeline->own(create3DStage(client, v2f(1.0)));
auto screen = pipeline->createOwned<ScreenTarget>();
auto clear_depth = pipeline->createOwned<ClearDepthBufferTarget>(screen);
auto enable_override_material = pipeline->createOwned<ConfigureOverrideMaterialTarget>(clear_depth, true);
step3D->setRenderTarget(enable_override_material);
// left eye
pipeline->addStep(pipeline->createOwned<OffsetCameraStep>(false));
pipeline->addStep(pipeline->createOwned<SetColorMaskStep>(video::ECP_RED));
pipeline->addStep(step3D);
// right eye
pipeline->addStep(pipeline->createOwned<OffsetCameraStep>(true));
pipeline->addStep(pipeline->createOwned<SetColorMaskStep>(video::ECP_GREEN | video::ECP_BLUE));
pipeline->addStep(step3D);
// reset
pipeline->addStep(pipeline->createOwned<OffsetCameraStep>(0.0f));
pipeline->addStep(pipeline->createOwned<SetColorMaskStep>(video::ECP_ALL));
pipeline->addStep(pipeline->createOwned<MapPostFxStep>());
pipeline->addStep(pipeline->createOwned<DrawHUD>());
}